Maybe I missed this being suggested somewhere else, but what if repeated uses of cheap spells with AOE damage had diminishing returns based on overlap with other players?
This would spare solo users, slightly affect PvE groups doing dungeon runs and trials, yet would cut the legs off of the worst of PvP zerg spamming.
My idea is that once a player casts a quick-burst AOE like Impulse, if another player within X meters casts the same AOE within 5 seconds, it is reduced by 10% across the board -- damage, DOT, debuff, etc. This is cumulative. If the first player or a third were to cast it within 5 seconds of the second player, another 10% down, to some minimum. Let's say 10% effectiveness for our example.
Here is what things currently look like without the mechanic:
Single Player: *cast* *cast* *cast* *cast* -- a few mobs or a player or two are dead or severely weakened in a few seconds.
Two or Three Players: *cast*cast*cas*ca*ca*ca*ca*cas*cast* -- several mobs or players (a few less than before) are dead or severely weakened in a few seconds.
Ten or Twnety Players: *cast*cast*cas*ca*ca*ca*ca*c*c*c************************************************
*********************************************************c*c*c*ca*ca*ca*ca*cas*cast*cast* -- two or three dozen mobs or players are dead in a couple of seconds.
Here is what I think it would like with the mechanic I propose:
Single Player: *cast* *cast* *cast* *cast* -- a few mobs or a player or two are dead or severely weakened in a few seconds. No change.
Two or Three Players: *cast*cast*cas*ca*ca*ca*ca*cas*cast* -- several mobs or players (a few less than before) are dead or severely weakened in a few seconds. Slight change.
Ten or Twnety Players: *cast*cast*cas*ca*ca*ca*ca*c*c*c*********************************************
*********************************************************c*c*c*ca*ca*ca*ca*cas*cast*cast* -- several mobs or players are dead or severely weakened in a few seconds. Major change.
Details
These numbers can be debated, but let's go with this:
If player faction-x uses spell with AOE damage, then other player faction-x using same AOE within 40 meters of previous caster and within 5 seconds of last casting triggers 10% reduction in AOE. This stacks. Additional cast by players of faction-x reduce effect 10% each time if within 40 meters/5 seconds of last cast, to a minimum effectiveness of 10%. After 5 second cooldown with no additional casts, value for AOE returns to 100%.
In other language, if Bill spams something like Impulse 10 times, it works as it always has. If Bill casts Impulse and Ted is within 40 meters of Bill any time in the next five seconds and he also casts Impulse, the spell is only 90% effective for Ted. If Bill casts it again within 40 meters of Ted and within 5 seconds of Ted's casting, Bill only gets 80% effectiveness. And so on. Until they either move apart, or space out their abilities with something other than the same rapid-fire AOE.
But notice that Bill and Ted could be near each other spamming Impulse and still get a lot of utility before the diminishing returns started seriously limiting their efforts.
If we move to a spam-train for something like Impulse or whatever is the group AOE flavor of the month, however, the effect of the diminishing returns and associated cool-down becomes really apparent. They would hit rock bottom almost right away.
If Impulse is going to be altered because of its use in PvP, I vote for this (kind of) solution, as it leaves solo players alone and does very little to small groups running dungeons. It primarily affects the intended target.
Of course, this could be modified by the numbers. Maybe the radius from the last player to use the spell should be bigger or smaller. Maybe the rate of diminishing returns is too high or to low. Or maybe the rate of return should also be in increments from the last use for every second the spell isn't fired off again rather than having a 5 second local cool down with 100% restored after that time is up.
That's all debatable, but what do you think of the general mechanic?
Edited repeatedly for typos.
Edited by tinythinker on August 12, 2014 8:28PM ❤Experienced, new, returner?
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